I see this as somewhere between Go and SC2/Dota. The latter are incomplete information games, whereas a game of soccer, you can see the entire field. Also, unlike SC2/Dota, most of the game is focused on a single point (the ball). You also only have a small number of units with very limited control, unlike Dota/SC2 which have hundreds of different characters, items and combinations.
an ordinary grad student can't reasonably train an SC2 agent to do anything on their 1 GPU workstation.
that's the motive -- an RL environment that's a little more interesting than mountaincar or Atari, and that doesn't require a $500 software license like the MuJoCo based physics sims, but that is simple enough to do something on a small machine, and can scale up to a really interesting and big strategic game-playing challenge.
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I see this as somewhere between Go and SC2/Dota. The latter are incomplete information games, whereas a game of soccer, you can see the entire field. Also, unlike SC2/Dota, most of the game is focused on a single point (the ball). You also only have a small number of units with very limited control, unlike Dota/SC2 which have hundreds of different characters, items and combinations.
Okay... but all of those differences make this game EASIER than SC2, so why work on a reduced difficulty problem now.
an ordinary grad student can't reasonably train an SC2 agent to do anything on their 1 GPU workstation.
that's the motive -- an RL environment that's a little more interesting than mountaincar or Atari, and that doesn't require a $500 software license like the MuJoCo based physics sims, but that is simple enough to do something on a small machine, and can scale up to a really interesting and big strategic game-playing challenge.